#include "GMDestroyClientActor.h"
#include "Engine.h"
#include "GameState.h"

void GMDestroyClientActor::WriteToSckMsg( Networking::SockMsg* sm )
{
    sm->WriteInt(m_clientID);
    sm->WriteInt(m_actorID);
}
bool GMDestroyClientActor::Execute()
{
    //This should only call the CLIENT implementation!!!
    Engine::Instance()->GetCurrentState()->DestroyPlayer(m_clientID, m_actorID);
    return true;
}
bool GMDestroyClientActor::ReadFromSckMsg( Networking::SockMsg* sm )
{
    if(!sm->ReadInt(&m_clientID))
        return false;
    if(!sm->ReadInt(&m_actorID))
        return false;
    return true;
}
